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Dreamwind99
Joined: 20 Oct 2008 Posts: 71 on topic

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Posted: Tue, 28. Oct 08, 23:58 Post subject: |
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Erm yes n no yes it has 25mil but it also has free building etc.
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aka1nas
Joined: 07 Jul 2005 Posts: 1377 on topic

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Posted: Wed, 29. Oct 08, 01:24 Post subject: |
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| BlackRain wrote: |
what do I change so that it requires money? I want it to cost money but not require resources
maybe this? How does the factor value work?
<resource typename="SS_WARE_CREDITS">
<factor value="0" primary="0"/> |
Is it possible to make it do the opposite? I.E. be able to build ships without using credits, just resources (preferably more of them to keep it somewhat balanced).
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BlackRain
Joined: 15 Dec 2003 Posts: 1077 on topic

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Posted: Wed, 29. Oct 08, 04:37 Post subject: |
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Yes, I played around with it and figured it out. You can make it so it doesn't cost any money but you need resources and I also figured out the factors. Making the number higher lowers the cost. So 2 or 3 makes the cost lower then 1.
You can pretty much customize it anyway you want.
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tofit
Joined: 08 Sep 2008
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Posted: Wed, 29. Oct 08, 06:46 Post subject: |
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How do you get a normal HQ?
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BlackRain
Joined: 15 Dec 2003 Posts: 1077 on topic

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Posted: Wed, 29. Oct 08, 06:51 Post subject: |
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I dont know, I cheated and got it
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aka1nas
Joined: 07 Jul 2005 Posts: 1377 on topic

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Posted: Wed, 29. Oct 08, 08:36 Post subject: |
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How do I get to the XML file to mod the values?
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t-master
Joined: 21 Apr 2006 Posts: 182 on topic

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Posted: Wed, 29. Oct 08, 12:55 Post subject: |
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and if you don't want a resource, just delete the resource entry instead of setting its value to 0 or -1
but atm, I can't build any ship, it always has 00:00:00 cycle time and it doesn't work 
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kamikazie
Joined: 10 Jan 2005 Posts: 11 on topic

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Posted: Wed, 29. Oct 08, 21:14 Post subject: |
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don't supose u got spk version of ure mod?
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canslow
Joined: 03 Apr 2007 Posts: 39 on topic Location: Hoth

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Posted: Fri, 31. Oct 08, 04:53 Post subject: |
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I am very bad at getting scripts to run in the first place, and am not sure I want to modify these files I downloaded from you Graxstar. However, I think I might give it a shot I spent about an hour trying to figure out how to edit .cat and .dat files. I cant seem to figure it out. Can anyone point me to a thread, or.. maybe I should quit now while X3:TC still works??
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XDrake
Joined: 29 Oct 2008 Posts: 132 on topic

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Posted: Sun, 2. Nov 08, 05:09 Post subject: |
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I have tried your Mod and I can't seem to get the PHQ to produce any ships at all. Have the money... Nothing 
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1Prophecy
Joined: 08 Aug 2006 Posts: 180 on topic Location: Berkeley, CA

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Posted: Sun, 2. Nov 08, 06:28 Post subject: |
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In other words you cheated it into the game using the wrong method. Add it to a TL first and take a chill pill. 
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fitzmarcade
Joined: 02 Apr 2007 Posts: 2 on topic Location: UK

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Posted: Tue, 4. Nov 08, 18:41 Post subject: How to install Mod package? |
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Hi just downloaded the HQ MOD package, however my version of the game does not have a mod directory.
Is there a way for me to install this package?
I have th DEEP SILVER or UK version: DVD v.1.0.1 updated it to 2.0.1.
Cheers?
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Graxster

Joined: 14 Oct 2006 Posts: 801 on topic

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Posted: Tue, 4. Nov 08, 20:53 Post subject: |
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Create a new folder named "mods" in your Terran Conflict directory and put it in there. Try that....should work.
-G
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fitzmarcade
Joined: 02 Apr 2007 Posts: 2 on topic Location: UK

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Posted: Tue, 4. Nov 08, 21:18 Post subject: RE: mods folder |
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@ Graxster.
Thanks for that, stupid me tried that but created a folder named "mod" instead of "mods".
Should of realised from other X3 game.
Cheers works now.
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LarryBurstyn
Joined: 19 Nov 2005 Posts: 247 on topic Location: Cornville, AZ 86325

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Posted: Wed, 5. Nov 08, 19:11 Post subject: moding .dat and .cat files |
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Is there a program that helps mod these two files--or at least translate the stuff to meaningful data that can be worked on. I would like to adjust the mod so that it still requires resources and money but the time is less than original...
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